LD52 by mstrp
You have returned from a long slumber. As the lord of the underworld it is your job to harvest the souls of your domain.
Warning, the balance might be very hard tuned.
| Link | https://apparatengames.com/LD52/ |
| Link | https://github.com/mstrp2ez/LD52 |
| Original URL | https://ldjam.com/events/ludum-dare/52/ld52 |
Ratings
| Given | 6🗳️ | 7🗨️ |
Gameplay-wise, the game had a real slow start for me, mostly because I didn't have many decisions to make. Keeping an enemy in range without accidentally getting too far away (which makes them passive again) could be tricky, but basically my whole focus was just left on that bit of movement.
I sampled all of the different upgrades, and I found the aura to be the strongest and the most fun - grouping enemies and dodging around them to deal damage efficiently and safely was fun! That sort of play was also encouraged by the weapon upgrades, since they just do more damage when you have more enemies nearby. The other upgrades didn't seem as strong to me when I tested them, though I eventually levelled them up when it appeared that the aura couldn't get any stronger. The spear didn't deal damage to crowds like the aura could, and the leech's health gain was small enough that just smashing enemies efficiently tended to be a more useful heal.
Ultimately the later weapons were way stronger than my level-up upgrades, so I think their differences didn't matter too much - after I got the strongest weapon the boss enemy couldn't beat me. Out of curiosity, I tried one playthrough where I attacked it at a lower level without the best weapon (but with max power aura, leech, and some spear) and it was effectively impossible. I couldn't outrun it, and I wasn't able to drag it to a group of enemies that I could defeat for a health refill. I considered trying to drag a group of enemies to the boss (or maybe string them along to create a chain of health refills) but I realized it was going to take longer than I'd like to set up.
By the way, I thought that the spritework for the main character and the skull were well done, and the wind sound effects did a nice job of making the place feel like some kind of desolate underworld
For my tastes, I think it's a-okay to have a game that is mostly about getting bigger damage numbers and growing stronger. In a game like that, getting to grow in surprising ways where I find a lot of the fun (y'know like Cookie Clicker-type stuff) - I think this one had a fine sense of progression, but finding some extra appeal beyond that (to make the process of harvesting souls more interesting, or to make the ways I changed more exciting) would bring a lot of fun to my playthroughs.
Good work putting it together, like I said, I can appreciate all of the effort that goes into something like this - not just the things I see on the surface, but all of the work behind the scenes to get the game off of the ground.
Well done anyways)